From f3ecda32e0f7bd21b44e7737d2939dcce2c26517 Mon Sep 17 00:00:00 2001 From: Johan Klokkhammer Helsing Date: Wed, 11 Dec 2019 14:50:40 +0100 Subject: Move QOpenGLPaintEngine and related classes from QtGui to QtOpenGL Also moves the openglwindow test to the opengl folder, as it makes use of these classes. Task-number: QTBUG-74409 Change-Id: Id9f0013cedcc8bd1e87122c005641d7298525045 Reviewed-by: Laszlo Agocs --- src/opengl/qopenglpaintengine.cpp | 2702 +++++++++++++++++++++++++++++++++++++ 1 file changed, 2702 insertions(+) create mode 100644 src/opengl/qopenglpaintengine.cpp (limited to 'src/opengl/qopenglpaintengine.cpp') diff --git a/src/opengl/qopenglpaintengine.cpp b/src/opengl/qopenglpaintengine.cpp new file mode 100644 index 0000000000..4168067e8f --- /dev/null +++ b/src/opengl/qopenglpaintengine.cpp @@ -0,0 +1,2702 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the QtOpenGL module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or (at your option) the GNU General +** Public license version 3 or any later version approved by the KDE Free +** Qt Foundation. The licenses are as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-2.0.html and +** https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/* + When the active program changes, we need to update it's uniforms. + We could track state for each program and only update stale uniforms + - Could lead to lots of overhead if there's a lot of programs + We could update all the uniforms when the program changes + - Could end up updating lots of uniforms which don't need updating + + Updating uniforms should be cheap, so the overhead of updating up-to-date + uniforms should be minimal. It's also less complex. + + Things which _may_ cause a different program to be used: + - Change in brush/pen style + - Change in painter opacity + - Change in composition mode + + Whenever we set a mode on the shader manager - it needs to tell us if it had + to switch to a different program. + + The shader manager should only switch when we tell it to. E.g. if we set a new + brush style and then switch to transparent painter, we only want it to compile + and use the correct program when we really need it. +*/ + +// #define QT_OPENGL_CACHE_AS_VBOS + +#include +#include +#include "qopenglpaintengine_p.h" +#include "qopenglpaintdevice_p.h" + +#include //for memcpy +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include + +#include + +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_SCREEN_KHR 0x9295 +#define GL_OVERLAY_KHR 0x9296 +#define GL_DARKEN_KHR 0x9297 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORBURN_KHR 0x929A +#define GL_HARDLIGHT_KHR 0x929B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_DIFFERENCE_KHR 0x929E +#define GL_EXCLUSION_KHR 0x92A0 +#endif /* GL_KHR_blend_equation_advanced */ + +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#endif /* GL_KHR_blend_equation_advanced_coherent */ + +QT_BEGIN_NAMESPACE + + +Q_OPENGL_EXPORT QImage qt_imageForBrush(int brushStyle, bool invert); + +////////////////////////////////// Private Methods ////////////////////////////////////////// + +QOpenGL2PaintEngineExPrivate::~QOpenGL2PaintEngineExPrivate() +{ + delete shaderManager; + + vertexBuffer.destroy(); + texCoordBuffer.destroy(); + opacityBuffer.destroy(); + indexBuffer.destroy(); + vao.destroy(); + + if (elementIndicesVBOId != 0) { + funcs.glDeleteBuffers(1, &elementIndicesVBOId); + elementIndicesVBOId = 0; + } +} + +inline QColor qt_premultiplyColor(QColor c, GLfloat opacity) +{ + qreal alpha = c.alphaF() * opacity; + c.setAlphaF(alpha); + c.setRedF(c.redF() * alpha); + c.setGreenF(c.greenF() * alpha); + c.setBlueF(c.blueF() * alpha); + return c; +} + + +void QOpenGL2PaintEngineExPrivate::setBrush(const QBrush& brush) +{ + if (qbrush_fast_equals(currentBrush, brush)) + return; + + const Qt::BrushStyle newStyle = qbrush_style(brush); + Q_ASSERT(newStyle != Qt::NoBrush); + + currentBrush = brush; + if (!currentBrushImage.isNull()) + currentBrushImage = QImage(); + brushUniformsDirty = true; // All brushes have at least one uniform + + if (newStyle > Qt::SolidPattern) + brushTextureDirty = true; + + if (currentBrush.style() == Qt::TexturePattern + && qHasPixmapTexture(brush) && brush.texture().isQBitmap()) + { + shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::TextureSrcWithPattern); + } else { + shaderManager->setSrcPixelType(newStyle); + } + shaderManager->optimiseForBrushTransform(currentBrush.transform().type()); +} + + +void QOpenGL2PaintEngineExPrivate::useSimpleShader() +{ + shaderManager->useSimpleProgram(); + + if (matrixDirty) + updateMatrix(); +} + +/* + Single entry-point for activating, binding, and setting properties. + + Allows keeping track of (caching) the latest texture unit and bound + texture in a central place, so that we can skip re-binding unless + needed. + + \note Any code or Qt API that internally activates or binds will + not affect the cache used by this function, which means they will + lead to inconsisent state. QPainter::beginNativePainting() takes + care of resetting the cache, so for user–code this is fine, but + internally in the paint engine care must be taken to not call + functions that may activate or bind under our feet. +*/ +template +void QOpenGL2PaintEngineExPrivate::updateTexture(GLenum textureUnit, const T &texture, GLenum wrapMode, GLenum filterMode, TextureUpdateMode updateMode) +{ + static const GLenum target = GL_TEXTURE_2D; + + activateTextureUnit(textureUnit); + + GLuint textureId = bindTexture(texture); + + if (updateMode == UpdateIfNeeded && textureId == lastTextureUsed) + return; + + lastTextureUsed = textureId; + + funcs.glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapMode); + funcs.glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapMode); + + funcs.glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filterMode); + funcs.glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filterMode); +} + +void QOpenGL2PaintEngineExPrivate::activateTextureUnit(GLenum textureUnit) +{ + if (textureUnit != lastTextureUnitUsed) { + funcs.glActiveTexture(GL_TEXTURE0 + textureUnit); + lastTextureUnitUsed = textureUnit; + + // We simplify things by keeping a single cached value of the last + // texture that was bound, instead of one per texture unit. This + // means that switching texture units could potentially mean we + // need a re-bind and corresponding parameter updates. + lastTextureUsed = GLuint(-1); + } +} + +template<> +GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const GLuint &textureId) +{ + if (textureId != lastTextureUsed) + funcs.glBindTexture(GL_TEXTURE_2D, textureId); + + return textureId; +} + +template<> +GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QImage &image) +{ + return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, image); +} + +template<> +GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QPixmap &pixmap) +{ + return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, pixmap); +} + +template<> +GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const QGradient &gradient) +{ + // We apply global opacity in the fragment shaders, so we always pass 1.0 + // for opacity to the cache. + GLuint textureId = QOpenGL2GradientCache::cacheForContext(ctx)->getBuffer(gradient, 1.0); + + // QOpenGL2GradientCache::getBuffer() may bind and generate a new texture if it + // hasn't been cached yet, but will otherwise return an unbound texture id. To + // be sure that the texture is bound, we unfortunately have to bind again, + // which results in the initial generation of the texture doing two binds. + return bindTexture(textureId); +} + +struct ImageWithBindOptions +{ + const QImage ℑ + QOpenGLTextureUploader::BindOptions options; +}; + +template<> +GLuint QOpenGL2PaintEngineExPrivate::bindTexture(const ImageWithBindOptions &imageWithOptions) +{ + return QOpenGLTextureCache::cacheForContext(ctx)->bindTexture(ctx, imageWithOptions.image, imageWithOptions.options); +} + +inline static bool isPowerOfTwo(int x) +{ + // Assumption: x >= 1 + return x == (x & -x); +} + +void QOpenGL2PaintEngineExPrivate::updateBrushTexture() +{ + Q_Q(QOpenGL2PaintEngineEx); +// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushTexture()"); + Qt::BrushStyle style = currentBrush.style(); + + bool smoothPixmapTransform = q->state()->renderHints & QPainter::SmoothPixmapTransform; + GLenum filterMode = smoothPixmapTransform ? GL_LINEAR : GL_NEAREST; + + if ( (style >= Qt::Dense1Pattern) && (style <= Qt::DiagCrossPattern) ) { + // Get the image data for the pattern + QImage textureImage = qt_imageForBrush(style, false); + + updateTexture(QT_BRUSH_TEXTURE_UNIT, textureImage, GL_REPEAT, filterMode, ForceUpdate); + } + else if (style >= Qt::LinearGradientPattern && style <= Qt::ConicalGradientPattern) { + // Gradiant brush: All the gradiants use the same texture + + const QGradient *gradient = currentBrush.gradient(); + + GLenum wrapMode = GL_CLAMP_TO_EDGE; + if (gradient->spread() == QGradient::RepeatSpread || gradient->type() == QGradient::ConicalGradient) + wrapMode = GL_REPEAT; + else if (gradient->spread() == QGradient::ReflectSpread) + wrapMode = GL_MIRRORED_REPEAT; + + updateTexture(QT_BRUSH_TEXTURE_UNIT, *gradient, wrapMode, filterMode, ForceUpdate); + } + else if (style == Qt::TexturePattern) { + currentBrushImage = currentBrush.textureImage(); + + int max_texture_size = ctx->d_func()->maxTextureSize(); + QSize newSize = currentBrushImage.size(); + newSize = newSize.boundedTo(QSize(max_texture_size, max_texture_size)); + if (!QOpenGLContext::currentContext()->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat)) { + if (!isPowerOfTwo(newSize.width()) || !isPowerOfTwo(newSize.height())) { + newSize.setHeight(qNextPowerOfTwo(newSize.height() - 1)); + newSize.setWidth(qNextPowerOfTwo(newSize.width() - 1)); + } + } + if (currentBrushImage.size() != newSize) + currentBrushImage = currentBrushImage.scaled(newSize, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); + + GLuint wrapMode = GL_REPEAT; + + updateTexture(QT_BRUSH_TEXTURE_UNIT, currentBrushImage, wrapMode, filterMode, ForceUpdate); + } + brushTextureDirty = false; +} + + +void QOpenGL2PaintEngineExPrivate::updateBrushUniforms() +{ +// qDebug("QOpenGL2PaintEngineExPrivate::updateBrushUniforms()"); + Qt::BrushStyle style = currentBrush.style(); + + if (style == Qt::NoBrush) + return; + + QTransform brushQTransform = currentBrush.transform(); + + if (style == Qt::SolidPattern) { + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::FragmentColor), col); + } + else { + // All other brushes have a transform and thus need the translation point: + QPointF translationPoint; + + if (style <= Qt::DiagCrossPattern) { + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); + + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::LinearGradientPattern) { + const QLinearGradient *g = static_cast(currentBrush.gradient()); + + QPointF realStart = g->start(); + QPointF realFinal = g->finalStop(); + translationPoint = realStart; + + QPointF l = realFinal - realStart; + + QVector3D linearData( + l.x(), + l.y(), + 1.0f / (l.x() * l.x() + l.y() * l.y()) + ); + + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::LinearData), linearData); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::ConicalGradientPattern) { + const QConicalGradient *g = static_cast(currentBrush.gradient()); + translationPoint = g->center(); + + GLfloat angle = -qDegreesToRadians(g->angle()); + + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Angle), angle); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::RadialGradientPattern) { + const QRadialGradient *g = static_cast(currentBrush.gradient()); + QPointF realCenter = g->center(); + QPointF realFocal = g->focalPoint(); + qreal realRadius = g->centerRadius() - g->focalRadius(); + translationPoint = realFocal; + + QPointF fmp = realCenter - realFocal; + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp), fmp); + + GLfloat fmp2_m_radius2 = -fmp.x() * fmp.x() - fmp.y() * fmp.y() + realRadius*realRadius; + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Fmp2MRadius2), fmp2_m_radius2); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Inverse2Fmp2MRadius2), + GLfloat(1.0 / (2.0*fmp2_m_radius2))); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::SqrFr), + GLfloat(g->focalRadius() * g->focalRadius())); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BRadius), + GLfloat(2 * (g->centerRadius() - g->focalRadius()) * g->focalRadius()), + g->focalRadius(), + g->centerRadius() - g->focalRadius()); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else if (style == Qt::TexturePattern) { + const QPixmap& texPixmap = currentBrush.texture(); + + if (qHasPixmapTexture(currentBrush) && currentBrush.texture().isQBitmap()) { + QColor col = qt_premultiplyColor(currentBrush.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col); + } + + QSizeF invertedTextureSize(1.0 / texPixmap.width(), 1.0 / texPixmap.height()); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::InvertedTextureSize), invertedTextureSize); + + QVector2D halfViewportSize(width*0.5, height*0.5); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::HalfViewportSize), halfViewportSize); + } + else + qWarning("QOpenGL2PaintEngineEx: Unimplemented fill style"); + + const QPointF &brushOrigin = q->state()->brushOrigin; + QTransform matrix = q->state()->matrix; + matrix.translate(brushOrigin.x(), brushOrigin.y()); + + QTransform translate(1, 0, 0, 1, -translationPoint.x(), -translationPoint.y()); + qreal m22 = -1; + qreal dy = height; + if (device->paintFlipped()) { + m22 = 1; + dy = 0; + } + QTransform gl_to_qt(1, 0, 0, m22, 0, dy); + QTransform inv_matrix = gl_to_qt * (brushQTransform * matrix).inverted() * translate; + + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTransform), inv_matrix); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::BrushTexture), QT_BRUSH_TEXTURE_UNIT); + } + brushUniformsDirty = false; +} + + +// This assumes the shader manager has already setup the correct shader program +void QOpenGL2PaintEngineExPrivate::updateMatrix() +{ +// qDebug("QOpenGL2PaintEngineExPrivate::updateMatrix()"); + + const QTransform& transform = q->state()->matrix; + + // The projection matrix converts from Qt's coordinate system to GL's coordinate system + // * GL's viewport is 2x2, Qt's is width x height + // * GL has +y -> -y going from bottom -> top, Qt is the other way round + // * GL has [0,0] in the center, Qt has it in the top-left + // + // This results in the Projection matrix below, which is multiplied by the painter's + // transformation matrix, as shown below: + // + // Projection Matrix Painter Transform + // ------------------------------------------------ ------------------------ + // | 2.0 / width | 0.0 | -1.0 | | m11 | m21 | dx | + // | 0.0 | -2.0 / height | 1.0 | * | m12 | m22 | dy | + // | 0.0 | 0.0 | 1.0 | | m13 | m23 | m33 | + // ------------------------------------------------ ------------------------ + // + // NOTE: The resultant matrix is also transposed, as GL expects column-major matracies + + const GLfloat wfactor = 2.0f / width; + GLfloat hfactor = -2.0f / height; + + GLfloat dx = transform.dx(); + GLfloat dy = transform.dy(); + + if (device->paintFlipped()) { + hfactor *= -1; + dy -= height; + } + + // Non-integer translates can have strange effects for some rendering operations such as + // anti-aliased text rendering. In such cases, we snap the translate to the pixel grid. + if (snapToPixelGrid && transform.type() == QTransform::TxTranslate) { + // 0.50 needs to rounded down to 0.0 for consistency with raster engine: + dx = std::ceil(dx - 0.5f); + dy = std::ceil(dy - 0.5f); + } + pmvMatrix[0][0] = (wfactor * transform.m11()) - transform.m13(); + pmvMatrix[1][0] = (wfactor * transform.m21()) - transform.m23(); + pmvMatrix[2][0] = (wfactor * dx) - transform.m33(); + pmvMatrix[0][1] = (hfactor * transform.m12()) + transform.m13(); + pmvMatrix[1][1] = (hfactor * transform.m22()) + transform.m23(); + pmvMatrix[2][1] = (hfactor * dy) + transform.m33(); + pmvMatrix[0][2] = transform.m13(); + pmvMatrix[1][2] = transform.m23(); + pmvMatrix[2][2] = transform.m33(); + + // 1/10000 == 0.0001, so we have good enough res to cover curves + // that span the entire widget... + inverseScale = qMax(1 / qMax( qMax(qAbs(transform.m11()), qAbs(transform.m22())), + qMax(qAbs(transform.m12()), qAbs(transform.m21())) ), + qreal(0.0001)); + + matrixDirty = false; + matrixUniformDirty = true; + + // Set the PMV matrix attribute. As we use an attributes rather than uniforms, we only + // need to do this once for every matrix change and persists across all shader programs. + funcs.glVertexAttrib3fv(QT_PMV_MATRIX_1_ATTR, pmvMatrix[0]); + funcs.glVertexAttrib3fv(QT_PMV_MATRIX_2_ATTR, pmvMatrix[1]); + funcs.glVertexAttrib3fv(QT_PMV_MATRIX_3_ATTR, pmvMatrix[2]); + + dasher.setInvScale(inverseScale); + stroker.setInvScale(inverseScale); +} + + +void QOpenGL2PaintEngineExPrivate::updateCompositionMode() +{ + // NOTE: The entire paint engine works on pre-multiplied data - which is why some of these + // composition modes look odd. +// qDebug() << "QOpenGL2PaintEngineExPrivate::updateCompositionMode() - Setting GL composition mode for " << q->state()->composition_mode; + if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::BlendEquationAdvanced)) { + if (q->state()->composition_mode <= QPainter::CompositionMode_Plus) { + funcs.glDisable(GL_BLEND_ADVANCED_COHERENT_KHR); + funcs.glBlendEquation(GL_FUNC_ADD); + } else { + funcs.glEnable(GL_BLEND_ADVANCED_COHERENT_KHR); + } + shaderManager->setCompositionMode(q->state()->composition_mode); + } else { + if (q->state()->composition_mode > QPainter::CompositionMode_Plus) { + qWarning("Unsupported composition mode"); + compositionModeDirty = false; + return; + } + } + switch(q->state()->composition_mode) { + case QPainter::CompositionMode_SourceOver: + funcs.glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_DestinationOver: + funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE); + break; + case QPainter::CompositionMode_Clear: + funcs.glBlendFunc(GL_ZERO, GL_ZERO); + break; + case QPainter::CompositionMode_Source: + funcs.glBlendFunc(GL_ONE, GL_ZERO); + break; + case QPainter::CompositionMode_Destination: + funcs.glBlendFunc(GL_ZERO, GL_ONE); + break; + case QPainter::CompositionMode_SourceIn: + funcs.glBlendFunc(GL_DST_ALPHA, GL_ZERO); + break; + case QPainter::CompositionMode_DestinationIn: + funcs.glBlendFunc(GL_ZERO, GL_SRC_ALPHA); + break; + case QPainter::CompositionMode_SourceOut: + funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + break; + case QPainter::CompositionMode_DestinationOut: + funcs.glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_SourceAtop: + funcs.glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_DestinationAtop: + funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_SRC_ALPHA); + break; + case QPainter::CompositionMode_Xor: + funcs.glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case QPainter::CompositionMode_Plus: + funcs.glBlendFunc(GL_ONE, GL_ONE); + break; + case QPainter::CompositionMode_Multiply: + funcs.glBlendEquation(GL_MULTIPLY_KHR); + break; + case QPainter::CompositionMode_Screen: + funcs.glBlendEquation(GL_SCREEN_KHR); + break; + case QPainter::CompositionMode_Overlay: + funcs.glBlendEquation(GL_OVERLAY_KHR); + break; + case QPainter::CompositionMode_Darken: + funcs.glBlendEquation(GL_DARKEN_KHR); + break; + case QPainter::CompositionMode_Lighten: + funcs.glBlendEquation(GL_LIGHTEN_KHR); + break; + case QPainter::CompositionMode_ColorDodge: + funcs.glBlendEquation(GL_COLORDODGE_KHR); + break; + case QPainter::CompositionMode_ColorBurn: + funcs.glBlendEquation(GL_COLORBURN_KHR); + break; + case QPainter::CompositionMode_HardLight: + funcs.glBlendEquation(GL_HARDLIGHT_KHR); + break; + case QPainter::CompositionMode_SoftLight: + funcs.glBlendEquation(GL_SOFTLIGHT_KHR); + break; + case QPainter::CompositionMode_Difference: + funcs.glBlendEquation(GL_DIFFERENCE_KHR); + break; + case QPainter::CompositionMode_Exclusion: + funcs.glBlendEquation(GL_EXCLUSION_KHR); + break; + default: + qWarning("Unsupported composition mode"); + break; + } + + compositionModeDirty = false; +} + +static inline void setCoords(GLfloat *coords, const QOpenGLRect &rect) +{ + coords[0] = rect.left; + coords[1] = rect.top; + coords[2] = rect.right; + coords[3] = rect.top; + coords[4] = rect.right; + coords[5] = rect.bottom; + coords[6] = rect.left; + coords[7] = rect.bottom; +} + +void QOpenGL2PaintEngineExPrivate::drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern) +{ + // Setup for texture drawing + currentBrush = noBrush; + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + if (prepareForDraw(opaque)) + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); + + if (pattern) { + QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col); + } + + GLfloat dx = 1.0 / textureSize.width(); + GLfloat dy = 1.0 / textureSize.height(); + + QOpenGLRect srcTextureRect(src.left*dx, src.top*dy, src.right*dx, src.bottom*dy); + + setCoords(staticVertexCoordinateArray, dest); + setCoords(staticTextureCoordinateArray, srcTextureRect); + + setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, true); + setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, true); + + uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8); + uploadData(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray, 8); + + funcs.glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} + +void QOpenGL2PaintEngineEx::beginNativePainting() +{ + Q_D(QOpenGL2PaintEngineEx); + ensureActive(); + d->transferMode(BrushDrawingMode); + + d->nativePaintingActive = true; + + d->funcs.glUseProgram(0); + + // Disable all the vertex attribute arrays: + for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) + d->funcs.glDisableVertexAttribArray(i); + +#if !defined(QT_OPENGL_ES_2) && !defined(QT_OPENGL_DYNAMIC) + Q_ASSERT(QOpenGLContext::currentContext()); + const QOpenGLContext *ctx = d->ctx; + const QSurfaceFormat &fmt = d->device->context()->format(); + if (fmt.majorVersion() < 3 || (fmt.majorVersion() == 3 && fmt.minorVersion() < 1) + || (fmt.majorVersion() == 3 && fmt.minorVersion() == 1 && ctx->hasExtension(QByteArrayLiteral("GL_ARB_compatibility"))) + || fmt.profile() == QSurfaceFormat::CompatibilityProfile) + { + // be nice to people who mix OpenGL 1.x code with QPainter commands + // by setting modelview and projection matrices to mirror the GL 1 + // paint engine + const QTransform& mtx = state()->matrix; + + float mv_matrix[4][4] = + { + { float(mtx.m11()), float(mtx.m12()), 0, float(mtx.m13()) }, + { float(mtx.m21()), float(mtx.m22()), 0, float(mtx.m23()) }, + { 0, 0, 1, 0 }, + { float(mtx.dx()), float(mtx.dy()), 0, float(mtx.m33()) } + }; + + const QSize sz = d->device->size(); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, sz.width(), sz.height(), 0, -999999, 999999); + + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(&mv_matrix[0][0]); + } +#endif // QT_OPENGL_ES_2 + + d->resetGLState(); + + // We don't know what texture units and textures the native painting + // will activate and bind, so we can't assume anything when we return + // from the native painting. + d->lastTextureUnitUsed = QT_UNKNOWN_TEXTURE_UNIT; + d->lastTextureUsed = GLuint(-1); + + d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); + + d->shaderManager->setDirty(); + + d->needsSync = true; +} + +void QOpenGL2PaintEngineExPrivate::resetGLState() +{ + activateTextureUnit(QT_DEFAULT_TEXTURE_UNIT); + + funcs.glDisable(GL_BLEND); + funcs.glDisable(GL_STENCIL_TEST); + funcs.glDisable(GL_DEPTH_TEST); + funcs.glDisable(GL_SCISSOR_TEST); + funcs.glDepthMask(true); + funcs.glDepthFunc(GL_LESS); + funcs.glClearDepthf(1); + funcs.glStencilMask(0xff); + funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + funcs.glStencilFunc(GL_ALWAYS, 0, 0xff); + setVertexAttribArrayEnabled(QT_TEXTURE_COORDS_ATTR, false); + setVertexAttribArrayEnabled(QT_VERTEX_COORDS_ATTR, false); + setVertexAttribArrayEnabled(QT_OPACITY_ATTR, false); + if (!QOpenGLContext::currentContext()->isOpenGLES()) { + // gl_Color, corresponding to vertex attribute 3, may have been changed + float color[] = { 1.0f, 1.0f, 1.0f, 1.0f }; + funcs.glVertexAttrib4fv(3, color); + } + if (vao.isCreated()) { + vao.release(); + funcs.glBindBuffer(GL_ARRAY_BUFFER, 0); + funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } +} + +void QOpenGL2PaintEngineEx::endNativePainting() +{ + Q_D(QOpenGL2PaintEngineEx); + d->needsSync = true; + d->nativePaintingActive = false; +} + +void QOpenGL2PaintEngineEx::invalidateState() +{ + Q_D(QOpenGL2PaintEngineEx); + d->needsSync = true; +} + +bool QOpenGL2PaintEngineEx::isNativePaintingActive() const { + Q_D(const QOpenGL2PaintEngineEx); + return d->nativePaintingActive; +} + +void QOpenGL2PaintEngineExPrivate::transferMode(EngineMode newMode) +{ + if (newMode == mode) + return; + + if (newMode == TextDrawingMode) { + shaderManager->setHasComplexGeometry(true); + } else { + shaderManager->setHasComplexGeometry(false); + } + + if (newMode == ImageDrawingMode) { + uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8); + uploadData(QT_TEXTURE_COORDS_ATTR, staticTextureCoordinateArray, 8); + } + + if (newMode == ImageArrayDrawingMode || newMode == ImageOpacityArrayDrawingMode) { + uploadData(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinateArray.data(), vertexCoordinateArray.vertexCount() * 2); + uploadData(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinateArray.data(), textureCoordinateArray.vertexCount() * 2); + + if (newMode == ImageOpacityArrayDrawingMode) + uploadData(QT_OPACITY_ATTR, (GLfloat*)opacityArray.data(), opacityArray.size()); + } + + // This needs to change when we implement high-quality anti-aliasing... + if (newMode != TextDrawingMode) + shaderManager->setMaskType(QOpenGLEngineShaderManager::NoMask); + + mode = newMode; +} + +struct QOpenGL2PEVectorPathCache +{ +#ifdef QT_OPENGL_CACHE_AS_VBOS + GLuint vbo; + GLuint ibo; +#else + float *vertices; + void *indices; +#endif + int vertexCount; + int indexCount; + GLenum primitiveType; + qreal iscale; + QVertexIndexVector::Type indexType; +}; + +void QOpenGL2PaintEngineExPrivate::cleanupVectorPath(QPaintEngineEx *engine, void *data) +{ + QOpenGL2PEVectorPathCache *c = (QOpenGL2PEVectorPathCache *) data; +#ifdef QT_OPENGL_CACHE_AS_VBOS + Q_ASSERT(engine->type() == QPaintEngine::OpenGL2); + static_cast(engine)->d_func()->unusedVBOSToClean << c->vbo; + if (c->ibo) + d->unusedIBOSToClean << c->ibo; +#else + Q_UNUSED(engine); + free(c->vertices); + free(c->indices); +#endif + delete c; +} + +// Assumes everything is configured for the brush you want to use +void QOpenGL2PaintEngineExPrivate::fill(const QVectorPath& path) +{ + transferMode(BrushDrawingMode); + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + // Might need to call updateMatrix to re-calculate inverseScale + if (matrixDirty) + updateMatrix(); + + const bool supportsElementIndexUint = funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint); + + const QPointF* const points = reinterpret_cast(path.points()); + + // Check to see if there's any hints + if (path.shape() == QVectorPath::RectangleHint) { + QOpenGLRect rect(points[0].x(), points[0].y(), points[2].x(), points[2].y()); + prepareForDraw(currentBrush.isOpaque()); + composite(rect); + } else if (path.isConvex()) { + + if (path.isCacheable()) { + QVectorPath::CacheEntry *data = path.lookupCacheData(q); + QOpenGL2PEVectorPathCache *cache; + + bool updateCache = false; + + if (data) { + cache = (QOpenGL2PEVectorPathCache *) data->data; + // Check if scale factor is exceeded and regenerate if so... + qreal scaleFactor = cache->iscale / inverseScale; + if (scaleFactor < 0.5 || scaleFactor > 2.0) { +#ifdef QT_OPENGL_CACHE_AS_VBOS + glDeleteBuffers(1, &cache->vbo); + cache->vbo = 0; + Q_ASSERT(cache->ibo == 0); +#else + free(cache->vertices); + Q_ASSERT(cache->indices == nullptr); +#endif + updateCache = true; + } + } else { + cache = new QOpenGL2PEVectorPathCache; + data = const_cast(path).addCacheData(q, cache, cleanupVectorPath); + updateCache = true; + } + + // Flatten the path at the current scale factor and fill it into the cache struct. + if (updateCache) { + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + int vertexCount = vertexCoordinateArray.vertexCount(); + int floatSizeInBytes = vertexCount * 2 * sizeof(float); + cache->vertexCount = vertexCount; + cache->indexCount = 0; + cache->primitiveType = GL_TRIANGLE_FAN; + cache->iscale = inverseScale; +#ifdef QT_OPENGL_CACHE_AS_VBOS + funcs.glGenBuffers(1, &cache->vbo); + funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + funcs.glBufferData(GL_ARRAY_BUFFER, floatSizeInBytes, vertexCoordinateArray.data(), GL_STATIC_DRAW); + cache->ibo = 0; +#else + cache->vertices = (float *) malloc(floatSizeInBytes); + memcpy(cache->vertices, vertexCoordinateArray.data(), floatSizeInBytes); + cache->indices = nullptr; +#endif + } + + prepareForDraw(currentBrush.isOpaque()); +#ifdef QT_OPENGL_CACHE_AS_VBOS + funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + uploadData(QT_VERTEX_COORD_ATTR, 0, cache->vertexCount); + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); +#else + uploadData(QT_VERTEX_COORDS_ATTR, cache->vertices, cache->vertexCount * 2); +#endif + funcs.glDrawArrays(cache->primitiveType, 0, cache->vertexCount); + + } else { + // printf(" - Marking path as cachable...\n"); + // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable + path.makeCacheable(); + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + prepareForDraw(currentBrush.isOpaque()); + drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); + } + + } else { + bool useCache = path.isCacheable(); + if (useCache) { + QRectF bbox = path.controlPointRect(); + // If the path doesn't fit within these limits, it is possible that the triangulation will fail. + useCache &= (bbox.left() > -0x8000 * inverseScale) + && (bbox.right() < 0x8000 * inverseScale) + && (bbox.top() > -0x8000 * inverseScale) + && (bbox.bottom() < 0x8000 * inverseScale); + } + + if (useCache) { + QVectorPath::CacheEntry *data = path.lookupCacheData(q); + QOpenGL2PEVectorPathCache *cache; + + bool updateCache = false; + + if (data) { + cache = (QOpenGL2PEVectorPathCache *) data->data; + // Check if scale factor is exceeded and regenerate if so... + qreal scaleFactor = cache->iscale / inverseScale; + if (scaleFactor < 0.5 || scaleFactor > 2.0) { +#ifdef QT_OPENGL_CACHE_AS_VBOS + glDeleteBuffers(1, &cache->vbo); + glDeleteBuffers(1, &cache->ibo); +#else + free(cache->vertices); + free(cache->indices); +#endif + updateCache = true; + } + } else { + cache = new QOpenGL2PEVectorPathCache; + data = const_cast(path).addCacheData(q, cache, cleanupVectorPath); + updateCache = true; + } + + // Flatten the path at the current scale factor and fill it into the cache struct. + if (updateCache) { + QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale), 1, supportsElementIndexUint); + cache->vertexCount = polys.vertices.size() / 2; + cache->indexCount = polys.indices.size(); + cache->primitiveType = GL_TRIANGLES; + cache->iscale = inverseScale; + cache->indexType = polys.indices.type(); +#ifdef QT_OPENGL_CACHE_AS_VBOS + funcs.glGenBuffers(1, &cache->vbo); + funcs.glGenBuffers(1, &cache->ibo); + funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); + + if (polys.indices.type() == QVertexIndexVector::UnsignedInt) + funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint32) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW); + else + funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quint16) * polys.indices.size(), polys.indices.data(), GL_STATIC_DRAW); + + QVarLengthArray vertices(polys.vertices.size()); + for (int i = 0; i < polys.vertices.size(); ++i) + vertices[i] = float(inverseScale * polys.vertices.at(i)); + funcs.glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices.size(), vertices.data(), GL_STATIC_DRAW); +#else + cache->vertices = (float *) malloc(sizeof(float) * polys.vertices.size()); + if (polys.indices.type() == QVertexIndexVector::UnsignedInt) { + cache->indices = (quint32 *) malloc(sizeof(quint32) * polys.indices.size()); + memcpy(cache->indices, polys.indices.data(), sizeof(quint32) * polys.indices.size()); + } else { + cache->indices = (quint16 *) malloc(sizeof(quint16) * polys.indices.size()); + memcpy(cache->indices, polys.indices.data(), sizeof(quint16) * polys.indices.size()); + } + for (int i = 0; i < polys.vertices.size(); ++i) + cache->vertices[i] = float(inverseScale * polys.vertices.at(i)); +#endif + } + + prepareForDraw(currentBrush.isOpaque()); +#ifdef QT_OPENGL_CACHE_AS_VBOS + funcs.glBindBuffer(GL_ARRAY_BUFFER, cache->vbo); + funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cache->ibo); + uploadData(QT_VERTEX_COORDS_ATTR, 0, cache->vertexCount); + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, 0); + if (cache->indexType == QVertexIndexVector::UnsignedInt) + funcs.glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_INT, 0); + else + funcs.glDrawElements(cache->primitiveType, cache->indexCount, GL_UNSIGNED_SHORT, 0); + funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + funcs.glBindBuffer(GL_ARRAY_BUFFER, 0); +#else + uploadData(QT_VERTEX_COORDS_ATTR, cache->vertices, cache->vertexCount * 2); + const GLenum indexValueType = cache->indexType == QVertexIndexVector::UnsignedInt ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; + const bool useIndexVbo = uploadIndexData(cache->indices, indexValueType, cache->indexCount); + funcs.glDrawElements(cache->primitiveType, cache->indexCount, indexValueType, useIndexVbo ? nullptr : cache->indices); +#endif + + } else { + // printf(" - Marking path as cachable...\n"); + // Tag it for later so that if the same path is drawn twice, it is assumed to be static and thus cachable + path.makeCacheable(); + + if (device->context()->format().stencilBufferSize() <= 0) { + // If there is no stencil buffer, triangulate the path instead. + + QRectF bbox = path.controlPointRect(); + // If the path doesn't fit within these limits, it is possible that the triangulation will fail. + bool withinLimits = (bbox.left() > -0x8000 * inverseScale) + && (bbox.right() < 0x8000 * inverseScale) + && (bbox.top() > -0x8000 * inverseScale) + && (bbox.bottom() < 0x8000 * inverseScale); + if (withinLimits) { + QTriangleSet polys = qTriangulate(path, QTransform().scale(1 / inverseScale, 1 / inverseScale), 1, supportsElementIndexUint); + + QVarLengthArray vertices(polys.vertices.size()); + for (int i = 0; i < polys.vertices.size(); ++i) + vertices[i] = float(inverseScale * polys.vertices.at(i)); + + prepareForDraw(currentBrush.isOpaque()); + uploadData(QT_VERTEX_COORDS_ATTR, vertices.constData(), vertices.size()); + const GLenum indexValueType = funcs.hasOpenGLExtension(QOpenGLExtensions::ElementIndexUint) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; + const bool useIndexVbo = uploadIndexData(polys.indices.data(), indexValueType, polys.indices.size()); + funcs.glDrawElements(GL_TRIANGLES, polys.indices.size(), indexValueType, useIndexVbo ? nullptr : polys.indices.data()); + } else { + // We can't handle big, concave painter paths with OpenGL without stencil buffer. + qWarning("Painter path exceeds +/-32767 pixels."); + } + return; + } + + // The path is too complicated & needs the stencil technique + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + + fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); + + funcs.glStencilMask(0xff); + funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + + if (q->state()->clipTestEnabled) { + // Pass when high bit is set, replace stencil value with current clip + funcs.glStencilFunc(GL_NOTEQUAL, q->state()->currentClip, GL_STENCIL_HIGH_BIT); + } else if (path.hasWindingFill()) { + // Pass when any bit is set, replace stencil value with 0 + funcs.glStencilFunc(GL_NOTEQUAL, 0, 0xff); + } else { + // Pass when high bit is set, replace stencil value with 0 + funcs.glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); + } + prepareForDraw(currentBrush.isOpaque()); + + // Stencil the brush onto the dest buffer + composite(vertexCoordinateArray.boundingRect()); + funcs.glStencilMask(0); + updateClipScissorTest(); + } + } +} + + +void QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray(const float *data, + int count, + int *stops, + int stopCount, + const QOpenGLRect &bounds, + StencilFillMode mode) +{ + Q_ASSERT(count || stops); + +// qDebug("QOpenGL2PaintEngineExPrivate::fillStencilWithVertexArray()"); + funcs.glStencilMask(0xff); // Enable stencil writes + + if (dirtyStencilRegion.intersects(currentScissorBounds)) { + const QRegion clearRegion = dirtyStencilRegion.intersected(currentScissorBounds); + funcs.glClearStencil(0); // Clear to zero + for (const QRect &rect : clearRegion) { +#ifndef QT_GL_NO_SCISSOR_TEST + setScissor(rect); +#endif + funcs.glClear(GL_STENCIL_BUFFER_BIT); + } + + dirtyStencilRegion -= currentScissorBounds; + +#ifndef QT_GL_NO_SCISSOR_TEST + updateClipScissorTest(); +#endif + } + + funcs.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Disable color writes + useSimpleShader(); + funcs.glEnable(GL_STENCIL_TEST); // For some reason, this has to happen _after_ the simple shader is use()'d + + if (mode == WindingFillMode) { + Q_ASSERT(stops && !count); + if (q->state()->clipTestEnabled) { + // Flatten clip values higher than current clip, and set high bit to match current clip + funcs.glStencilFunc(GL_LEQUAL, GL_STENCIL_HIGH_BIT | q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + composite(bounds); + + funcs.glStencilFunc(GL_EQUAL, GL_STENCIL_HIGH_BIT, GL_STENCIL_HIGH_BIT); + } else if (!stencilClean) { + // Clear stencil buffer within bounding rect + funcs.glStencilFunc(GL_ALWAYS, 0, 0xff); + funcs.glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); + composite(bounds); + } + + // Inc. for front-facing triangle + funcs.glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_INCR_WRAP, GL_INCR_WRAP); + // Dec. for back-facing "holes" + funcs.glStencilOpSeparate(GL_BACK, GL_KEEP, GL_DECR_WRAP, GL_DECR_WRAP); + funcs.glStencilMask(~GL_STENCIL_HIGH_BIT); + drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN); + + if (q->state()->clipTestEnabled) { + // Clear high bit of stencil outside of path + funcs.glStencilFunc(GL_EQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + funcs.glStencilMask(GL_STENCIL_HIGH_BIT); + composite(bounds); + } + } else if (mode == OddEvenFillMode) { + funcs.glStencilMask(GL_STENCIL_HIGH_BIT); + funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit + drawVertexArrays(data, stops, stopCount, GL_TRIANGLE_FAN); + + } else { // TriStripStrokeFillMode + Q_ASSERT(count && !stops); // tristrips generated directly, so no vertexArray or stops + funcs.glStencilMask(GL_STENCIL_HIGH_BIT); +#if 0 + funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); // Simply invert the stencil bit + setVertexAttributePointer(QT_VERTEX_COORDS_ATTR, data); + funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, count); +#else + + funcs.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); + if (q->state()->clipTestEnabled) { + funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip | GL_STENCIL_HIGH_BIT, + ~GL_STENCIL_HIGH_BIT); + } else { + funcs.glStencilFunc(GL_ALWAYS, GL_STENCIL_HIGH_BIT, 0xff); + } + + uploadData(QT_VERTEX_COORDS_ATTR, data, count * 2); + funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, count); +#endif + } + + // Enable color writes & disable stencil writes + funcs.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); +} + +/* + If the maximum value in the stencil buffer is GL_STENCIL_HIGH_BIT - 1, + restore the stencil buffer to a pristine state. The current clip region + is set to 1, and the rest to 0. +*/ +void QOpenGL2PaintEngineExPrivate::resetClipIfNeeded() +{ + if (maxClip != (GL_STENCIL_HIGH_BIT - 1)) + return; + + Q_Q(QOpenGL2PaintEngineEx); + + useSimpleShader(); + funcs.glEnable(GL_STENCIL_TEST); + funcs.glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + + QRectF bounds = q->state()->matrix.inverted().mapRect(QRectF(0, 0, width, height)); + QOpenGLRect rect(bounds.left(), bounds.top(), bounds.right(), bounds.bottom()); + + // Set high bit on clip region + funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, 0xff); + funcs.glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + funcs.glStencilMask(GL_STENCIL_HIGH_BIT); + composite(rect); + + // Reset clipping to 1 and everything else to zero + funcs.glStencilFunc(GL_NOTEQUAL, 0x01, GL_STENCIL_HIGH_BIT); + funcs.glStencilOp(GL_ZERO, GL_REPLACE, GL_REPLACE); + funcs.glStencilMask(0xff); + composite(rect); + + q->state()->currentClip = 1; + q->state()->canRestoreClip = false; + + maxClip = 1; + + funcs.glStencilMask(0x0); + funcs.glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); +} + +bool QOpenGL2PaintEngineExPrivate::prepareForCachedGlyphDraw(const QFontEngineGlyphCache &cache) +{ + Q_Q(QOpenGL2PaintEngineEx); + + Q_ASSERT(cache.transform().type() <= QTransform::TxScale); + + QTransform &transform = q->state()->matrix; + transform.scale(1.0 / cache.transform().m11(), 1.0 / cache.transform().m22()); + bool ret = prepareForDraw(false); + transform.scale(cache.transform().m11(), cache.transform().m22()); + + return ret; +} + +bool QOpenGL2PaintEngineExPrivate::prepareForDraw(bool srcPixelsAreOpaque) +{ + if (brushTextureDirty && (mode == TextDrawingMode || mode == BrushDrawingMode)) + updateBrushTexture(); + + if (compositionModeDirty) + updateCompositionMode(); + + if (matrixDirty) + updateMatrix(); + + const bool stateHasOpacity = q->state()->opacity < 0.99f; + if (q->state()->composition_mode == QPainter::CompositionMode_Source + || (q->state()->composition_mode == QPainter::CompositionMode_SourceOver + && srcPixelsAreOpaque && !stateHasOpacity)) + { + funcs.glDisable(GL_BLEND); + } else { + funcs.glEnable(GL_BLEND); + } + + QOpenGLEngineShaderManager::OpacityMode opacityMode; + if (mode == ImageOpacityArrayDrawingMode) { + opacityMode = QOpenGLEngineShaderManager::AttributeOpacity; + } else { + opacityMode = stateHasOpacity ? QOpenGLEngineShaderManager::UniformOpacity + : QOpenGLEngineShaderManager::NoOpacity; + if (stateHasOpacity && (mode != ImageDrawingMode && mode != ImageArrayDrawingMode)) { + // Using a brush + bool brushIsPattern = (currentBrush.style() >= Qt::Dense1Pattern) && + (currentBrush.style() <= Qt::DiagCrossPattern); + + if ((currentBrush.style() == Qt::SolidPattern) || brushIsPattern) + opacityMode = QOpenGLEngineShaderManager::NoOpacity; // Global opacity handled by srcPixel shader + } + } + shaderManager->setOpacityMode(opacityMode); + + bool changed = shaderManager->useCorrectShaderProg(); + // If the shader program needs changing, we change it and mark all uniforms as dirty + if (changed) { + // The shader program has changed so mark all uniforms as dirty: + brushUniformsDirty = true; + opacityUniformDirty = true; + matrixUniformDirty = true; + } + + if (brushUniformsDirty && (mode == TextDrawingMode || mode == BrushDrawingMode)) + updateBrushUniforms(); + + if (opacityMode == QOpenGLEngineShaderManager::UniformOpacity && opacityUniformDirty) { + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::GlobalOpacity), (GLfloat)q->state()->opacity); + opacityUniformDirty = false; + } + + if (matrixUniformDirty && shaderManager->hasComplexGeometry()) { + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::Matrix), + pmvMatrix); + matrixUniformDirty = false; + } + + return changed; +} + +void QOpenGL2PaintEngineExPrivate::composite(const QOpenGLRect& boundingRect) +{ + setCoords(staticVertexCoordinateArray, boundingRect); + + uploadData(QT_VERTEX_COORDS_ATTR, staticVertexCoordinateArray, 8); + funcs.glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} + +// Draws the vertex array as a set of triangle fans. +void QOpenGL2PaintEngineExPrivate::drawVertexArrays(const float *data, int *stops, int stopCount, + GLenum primitive) +{ + // Now setup the pointer to the vertex array: + uploadData(QT_VERTEX_COORDS_ATTR, data, stops[stopCount-1] * 2); + + int previousStop = 0; + for (int i=0; isetBrush(brush); + d->fill(path); +} + +Q_GUI_EXPORT extern bool qt_scaleForTransform(const QTransform &transform, qreal *scale); // qtransform.cpp + + +void QOpenGL2PaintEngineEx::stroke(const QVectorPath &path, const QPen &pen) +{ + Q_D(QOpenGL2PaintEngineEx); + + const QBrush &penBrush = qpen_brush(pen); + if (qpen_style(pen) == Qt::NoPen || qbrush_style(penBrush) == Qt::NoBrush) + return; + + QOpenGL2PaintEngineState *s = state(); + if (qt_pen_is_cosmetic(pen, state()->renderHints) && !qt_scaleForTransform(s->transform(), nullptr)) { + // QTriangulatingStroker class is not meant to support cosmetically sheared strokes. + QPaintEngineEx::stroke(path, pen); + return; + } + + ensureActive(); + d->setBrush(penBrush); + d->stroke(path, pen); +} + +void QOpenGL2PaintEngineExPrivate::stroke(const QVectorPath &path, const QPen &pen) +{ + const QOpenGL2PaintEngineState *s = q->state(); + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + const Qt::PenStyle penStyle = qpen_style(pen); + const QBrush &penBrush = qpen_brush(pen); + const bool opaque = penBrush.isOpaque() && s->opacity > 0.99; + + transferMode(BrushDrawingMode); + + // updateMatrix() is responsible for setting the inverse scale on + // the strokers, so we need to call it here and not wait for + // prepareForDraw() down below. + updateMatrix(); + + QRectF clip = q->state()->matrix.inverted().mapRect(q->state()->clipEnabled + ? q->state()->rectangleClip + : QRectF(0, 0, width, height)); + + if (penStyle == Qt::SolidLine) { + stroker.process(path, pen, clip, s->renderHints); + + } else { // Some sort of dash + dasher.process(path, pen, clip, s->renderHints); + + QVectorPath dashStroke(dasher.points(), + dasher.elementCount(), + dasher.elementTypes()); + stroker.process(dashStroke, pen, clip, s->renderHints); + } + + if (!stroker.vertexCount()) + return; + + if (opaque) { + prepareForDraw(opaque); + + uploadData(QT_VERTEX_COORDS_ATTR, stroker.vertices(), stroker.vertexCount()); + funcs.glDrawArrays(GL_TRIANGLE_STRIP, 0, stroker.vertexCount() / 2); + } else { + qreal width = qpen_widthf(pen) / 2; + if (width == 0) + width = 0.5; + qreal extra = pen.joinStyle() == Qt::MiterJoin + ? qMax(pen.miterLimit() * width, width) + : width; + + if (qt_pen_is_cosmetic(pen, q->state()->renderHints)) + extra = extra * inverseScale; + + QRectF bounds = path.controlPointRect().adjusted(-extra, -extra, extra, extra); + + fillStencilWithVertexArray(stroker.vertices(), stroker.vertexCount() / 2, + nullptr, 0, bounds, QOpenGL2PaintEngineExPrivate::TriStripStrokeFillMode); + + funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + + // Pass when any bit is set, replace stencil value with 0 + funcs.glStencilFunc(GL_NOTEQUAL, 0, GL_STENCIL_HIGH_BIT); + prepareForDraw(false); + + // Stencil the brush onto the dest buffer + composite(bounds); + + funcs.glStencilMask(0); + + updateClipScissorTest(); + } +} + +void QOpenGL2PaintEngineEx::penChanged() { } +void QOpenGL2PaintEngineEx::brushChanged() { } +void QOpenGL2PaintEngineEx::brushOriginChanged() { } + +void QOpenGL2PaintEngineEx::opacityChanged() +{ +// qDebug("QOpenGL2PaintEngineEx::opacityChanged()"); + Q_D(QOpenGL2PaintEngineEx); + state()->opacityChanged = true; + + Q_ASSERT(d->shaderManager); + d->brushUniformsDirty = true; + d->opacityUniformDirty = true; +} + +void QOpenGL2PaintEngineEx::compositionModeChanged() +{ +// qDebug("QOpenGL2PaintEngineEx::compositionModeChanged()"); + Q_D(QOpenGL2PaintEngineEx); + state()->compositionModeChanged = true; + d->compositionModeDirty = true; +} + +void QOpenGL2PaintEngineEx::renderHintsChanged() +{ + state()->renderHintsChanged = true; + +#ifndef QT_OPENGL_ES_2 + if (!QOpenGLContext::currentContext()->isOpenGLES()) { + Q_D(QOpenGL2PaintEngineEx); +QT_WARNING_PUSH +QT_WARNING_DISABLE_DEPRECATED + if ((state()->renderHints & QPainter::Antialiasing) +#if QT_DEPRECATED_SINCE(5, 14) + || (state()->renderHints & QPainter::HighQualityAntialiasing) +#endif + ) + d->funcs.glEnable(GL_MULTISAMPLE); + else + d->funcs.glDisable(GL_MULTISAMPLE); +QT_WARNING_POP + } +#endif // QT_OPENGL_ES_2 + + Q_D(QOpenGL2PaintEngineEx); + + // This is a somewhat sneaky way of conceptually making the next call to + // updateTexture() use FoceUpdate for the TextureUpdateMode. We need this + // as new render hints may require updating the filter mode. + d->lastTextureUsed = GLuint(-1); + + d->brushTextureDirty = true; +// qDebug("QOpenGL2PaintEngineEx::renderHintsChanged() not implemented!"); +} + +void QOpenGL2PaintEngineEx::transformChanged() +{ + Q_D(QOpenGL2PaintEngineEx); + d->matrixDirty = true; + state()->matrixChanged = true; +} + + +static const QRectF scaleRect(const QRectF &r, qreal sx, qreal sy) +{ + return QRectF(r.x() * sx, r.y() * sy, r.width() * sx, r.height() * sy); +} + +void QOpenGL2PaintEngineEx::drawPixmap(const QRectF& dest, const QPixmap & pixmap, const QRectF & src) +{ + Q_D(QOpenGL2PaintEngineEx); + QOpenGLContext *ctx = d->ctx; + + // Draw pixmaps that are really images as images since drawImage has + // better handling of non-default image formats. + if (pixmap.paintEngine()->type() == QPaintEngine::Raster && !pixmap.isQBitmap()) + return drawImage(dest, pixmap.toImage(), src); + + int max_texture_size = ctx->d_func()->maxTextureSize(); + if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) { + QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); + + const qreal sx = scaled.width() / qreal(pixmap.width()); + const qreal sy = scaled.height() / qreal(pixmap.height()); + + drawPixmap(dest, scaled, scaleRect(src, sx, sy)); + return; + } + + ensureActive(); + d->transferMode(ImageDrawingMode); + + GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST; + d->updateTexture(QT_IMAGE_TEXTURE_UNIT, pixmap, GL_CLAMP_TO_EDGE, filterMode); + + bool isBitmap = pixmap.isQBitmap(); + bool isOpaque = !isBitmap && !pixmap.hasAlpha(); + + d->shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc : QOpenGLEngineShaderManager::ImageSrc); + + QOpenGLRect srcRect(src.left(), src.top(), src.right(), src.bottom()); + d->drawTexture(dest, srcRect, pixmap.size(), isOpaque, isBitmap); +} + +void QOpenGL2PaintEngineEx::drawImage(const QRectF& dest, const QImage& image, const QRectF& src, + Qt::ImageConversionFlags) +{ + Q_D(QOpenGL2PaintEngineEx); + QOpenGLContext *ctx = d->ctx; + + int max_texture_size = ctx->d_func()->maxTextureSize(); + if (image.width() > max_texture_size || image.height() > max_texture_size) { + QImage scaled = image.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); + + const qreal sx = scaled.width() / qreal(image.width()); + const qreal sy = scaled.height() / qreal(image.height()); + + drawImage(dest, scaled, scaleRect(src, sx, sy)); + return; + } + + ensureActive(); + d->transferMode(ImageDrawingMode); + + QOpenGLTextureUploader::BindOptions bindOption = QOpenGLTextureUploader::PremultipliedAlphaBindOption; + // Use specialized bind for formats we have specialized shaders for. + switch (image.format()) { + case QImage::Format_RGBA8888: + case QImage::Format_ARGB32: + case QImage::Format_RGBA64: + d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::NonPremultipliedImageSrc); + bindOption = { }; + break; + case QImage::Format_Alpha8: + if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::TextureRGFormats)) { + d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::AlphaImageSrc); + bindOption = QOpenGLTextureUploader::UseRedForAlphaAndLuminanceBindOption; + } else + d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc); + break; + case QImage::Format_Grayscale8: + case QImage::Format_Grayscale16: + if (ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::TextureRGFormats)) { + d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::GrayscaleImageSrc); + bindOption = QOpenGLTextureUploader::UseRedForAlphaAndLuminanceBindOption; + } else + d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc); + break; + default: + d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc); + break; + } + + ImageWithBindOptions imageWithOptions = { image, bindOption }; + GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST; + d->updateTexture(QT_IMAGE_TEXTURE_UNIT, imageWithOptions, GL_CLAMP_TO_EDGE, filterMode); + + d->drawTexture(dest, src, image.size(), !image.hasAlphaChannel()); +} + +void QOpenGL2PaintEngineEx::drawStaticTextItem(QStaticTextItem *textItem) +{ + Q_D(QOpenGL2PaintEngineEx); + + ensureActive(); + + QPainterState *s = state(); + + QFontEngine *fontEngine = textItem->fontEngine(); + if (shouldDrawCachedGlyphs(fontEngine, s->matrix)) { + QFontEngine::GlyphFormat glyphFormat = fontEngine->glyphFormat != QFontEngine::Format_None + ? fontEngine->glyphFormat : d->glyphCacheFormat; + if (glyphFormat == QFontEngine::Format_A32) { + if (d->device->context()->format().alphaBufferSize() > 0 || s->matrix.type() > QTransform::TxTranslate + || (s->composition_mode != QPainter::CompositionMode_Source + && s->composition_mode != QPainter::CompositionMode_SourceOver)) + { + glyphFormat = QFontEngine::Format_A8; + } + } + + d->drawCachedGlyphs(glyphFormat, textItem); + } else { + QPaintEngineEx::drawStaticTextItem(textItem); + } +} + +bool QOpenGL2PaintEngineEx::drawTexture(const QRectF &dest, GLuint textureId, const QSize &size, const QRectF &src) +{ + Q_D(QOpenGL2PaintEngineEx); + if (!d->shaderManager) + return false; + + ensureActive(); + d->transferMode(ImageDrawingMode); + + GLenum filterMode = state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST; + d->updateTexture(QT_IMAGE_TEXTURE_UNIT, textureId, GL_CLAMP_TO_EDGE, filterMode); + + d->shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc); + + QOpenGLRect srcRect(src.left(), src.bottom(), src.right(), src.top()); + d->drawTexture(dest, srcRect, size, false); + + return true; +} + +void QOpenGL2PaintEngineEx::drawTextItem(const QPointF &p, const QTextItem &textItem) +{ + Q_D(QOpenGL2PaintEngineEx); + + ensureActive(); + QOpenGL2PaintEngineState *s = state(); + + const QTextItemInt &ti = static_cast(textItem); + + QTransform::TransformationType txtype = s->matrix.type(); + + QFontEngine::GlyphFormat glyphFormat = ti.fontEngine->glyphFormat != QFontEngine::Format_None + ? ti.fontEngine->glyphFormat : d->glyphCacheFormat; + + if (glyphFormat == QFontEngine::Format_A32) { + if (d->device->context()->format().alphaBufferSize() > 0 || txtype > QTransform::TxTranslate + || (state()->composition_mode != QPainter::CompositionMode_Source + && state()->composition_mode != QPainter::CompositionMode_SourceOver)) + { + glyphFormat = QFontEngine::Format_A8; + } + } + + if (shouldDrawCachedGlyphs(ti.fontEngine, s->matrix)) { + QVarLengthArray positions; + QVarLengthArray glyphs; + QTransform matrix = QTransform::fromTranslate(p.x(), p.y()); + ti.fontEngine->getGlyphPositions(ti.glyphs, matrix, ti.flags, glyphs, positions); + + { + QStaticTextItem staticTextItem; + staticTextItem.setFontEngine(ti.fontEngine); + staticTextItem.glyphs = glyphs.data(); + staticTextItem.numGlyphs = glyphs.size(); + staticTextItem.glyphPositions = positions.data(); + + d->drawCachedGlyphs(glyphFormat, &staticTextItem); + } + return; + } + + QPaintEngineEx::drawTextItem(p, ti); +} + +namespace { + + class QOpenGLStaticTextUserData: public QStaticTextUserData + { + public: + QOpenGLStaticTextUserData() + : QStaticTextUserData(OpenGLUserData), cacheSize(0, 0), cacheSerialNumber(0) + { + } + + ~QOpenGLStaticTextUserData() + { + } + + QSize cacheSize; + QOpenGL2PEXVertexArray vertexCoordinateArray; + QOpenGL2PEXVertexArray textureCoordinateArray; + QFontEngine::GlyphFormat glyphFormat; + int cacheSerialNumber; + }; + +} + + +// #define QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO + +bool QOpenGL2PaintEngineEx::shouldDrawCachedGlyphs(QFontEngine *fontEngine, const QTransform &t) const +{ + // The paint engine does not support projected cached glyph drawing + if (t.type() == QTransform::TxProject) + return false; + + // The font engine might not support filling the glyph cache + // with the given transform applied, in which case we need to + // fall back to the QPainterPath code-path. + if (!fontEngine->supportsTransformation(t)) { + // Except that drawing paths is slow, so for scales between + // 0.5 and 2.0 we leave the glyph cache untransformed and deal + // with the transform ourselves when painting, resulting in + // drawing 1x cached glyphs with a smooth-scale. + float det = t.determinant(); + if (det >= 0.25f && det <= 4.f) { + // Assuming the baseclass still agrees + return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t); + } + + return false; // Fall back to path-drawing + } + + return QPaintEngineEx::shouldDrawCachedGlyphs(fontEngine, t); +} + +void QOpenGL2PaintEngineExPrivate::drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat, + QStaticTextItem *staticTextItem) +{ + Q_Q(QOpenGL2PaintEngineEx); + + QOpenGL2PaintEngineState *s = q->state(); + + void *cacheKey = ctx; // use context, not the shareGroup() -> the GL glyph cache uses FBOs which may not be shareable + bool recreateVertexArrays = false; + + QTransform glyphCacheTransform; + QFontEngine *fe = staticTextItem->fontEngine(); + if (fe->supportsTransformation(s->matrix)) { + // The font-engine supports rendering glyphs with the current transform, so we + // build a glyph-cache with the scale pre-applied, so that the cache contains + // glyphs with the appropriate resolution in the case of retina displays. + glyphCacheTransform = s->matrix.type() < QTransform::TxRotate ? + QTransform::fromScale(qAbs(s->matrix.m11()), qAbs(s->matrix.m22())) : + QTransform::fromScale( + QVector2D(s->matrix.m11(), s->matrix.m12()).length(), + QVector2D(s->matrix.m21(), s->matrix.m22()).length()); + } + + QOpenGLTextureGlyphCache *cache = + (QOpenGLTextureGlyphCache *) fe->glyphCache(cacheKey, glyphFormat, glyphCacheTransform); + if (!cache || cache->glyphFormat() != glyphFormat || cache->contextGroup() == nullptr) { + cache = new QOpenGLTextureGlyphCache(glyphFormat, glyphCacheTransform); + fe->setGlyphCache(cacheKey, cache); + recreateVertexArrays = true; + } + + if (staticTextItem->userDataNeedsUpdate) { + recreateVertexArrays = true; + } else if (staticTextItem->userData() == nullptr) { + recreateVertexArrays = true; + } else if (staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) { + recreateVertexArrays = true; + } else { + QOpenGLStaticTextUserData *userData = static_cast(staticTextItem->userData()); + if (userData->glyphFormat != glyphFormat) { + recreateVertexArrays = true; + } else if (userData->cacheSerialNumber != cache->serialNumber()) { + recreateVertexArrays = true; + } + } + + // We only need to update the cache with new glyphs if we are actually going to recreate the vertex arrays. + // If the cache size has changed, we do need to regenerate the vertices, but we don't need to repopulate the + // cache so this text is performed before we test if the cache size has changed. + if (recreateVertexArrays) { + cache->setPaintEnginePrivate(this); + if (!cache->populate(fe, staticTextItem->numGlyphs, + staticTextItem->glyphs, staticTextItem->glyphPositions)) { + // No space for glyphs in cache. We need to reset it and try again. + cache->clear(); + cache->populate(fe, staticTextItem->numGlyphs, + staticTextItem->glyphs, staticTextItem->glyphPositions); + } + + if (cache->hasPendingGlyphs()) { + // Filling in the glyphs binds and sets parameters, so we need to + // ensure that the glyph cache doesn't mess with whatever unit + // is currently active. Note that the glyph cache internally + // uses the image texture unit for blitting to the cache, while + // we switch between image and mask units when drawing. + static const GLenum glypchCacheTextureUnit = QT_IMAGE_TEXTURE_UNIT; + activateTextureUnit(glypchCacheTextureUnit); + + cache->fillInPendingGlyphs(); + + // We assume the cache can be trusted on which texture was bound + lastTextureUsed = cache->texture(); + + // But since the brush and image texture units are possibly shared + // we may have to re-bind brush textures after filling in the cache. + brushTextureDirty = (QT_BRUSH_TEXTURE_UNIT == glypchCacheTextureUnit); + } + cache->setPaintEnginePrivate(nullptr); + } + + if (cache->width() == 0 || cache->height() == 0) + return; + + if (glyphFormat == QFontEngine::Format_ARGB) + transferMode(ImageArrayDrawingMode); + else + transferMode(TextDrawingMode); + + int margin = fe->glyphMargin(glyphFormat); + + GLfloat dx = 1.0 / cache->width(); + GLfloat dy = 1.0 / cache->height(); + + // Use global arrays by default + QOpenGL2PEXVertexArray *vertexCoordinates = &vertexCoordinateArray; + QOpenGL2PEXVertexArray *textureCoordinates = &textureCoordinateArray; + + if (staticTextItem->useBackendOptimizations) { + QOpenGLStaticTextUserData *userData = nullptr; + + if (staticTextItem->userData() == nullptr + || staticTextItem->userData()->type != QStaticTextUserData::OpenGLUserData) { + + userData = new QOpenGLStaticTextUserData(); + staticTextItem->setUserData(userData); + + } else { + userData = static_cast(staticTextItem->userData()); + } + + userData->glyphFormat = glyphFormat; + userData->cacheSerialNumber = cache->serialNumber(); + + // Use cache if backend optimizations is turned on + vertexCoordinates = &userData->vertexCoordinateArray; + textureCoordinates = &userData->textureCoordinateArray; + + QSize size(cache->width(), cache->height()); + if (userData->cacheSize != size) { + recreateVertexArrays = true; + userData->cacheSize = size; + } + } + + if (recreateVertexArrays) { + vertexCoordinates->clear(); + textureCoordinates->clear(); + + bool supportsSubPixelPositions = fe->supportsSubPixelPositions(); + for (int i=0; inumGlyphs; ++i) { + QFixed subPixelPosition; + if (supportsSubPixelPositions) + subPixelPosition = fe->subPixelPositionForX(staticTextItem->glyphPositions[i].x); + + QTextureGlyphCache::GlyphAndSubPixelPosition glyph(staticTextItem->glyphs[i], subPixelPosition); + + const QTextureGlyphCache::Coord &c = cache->coords[glyph]; + if (c.isNull()) + continue; + + int x = qFloor(staticTextItem->glyphPositions[i].x.toReal() * cache->transform().m11()) + c.baseLineX - margin; + int y = qRound(staticTextItem->glyphPositions[i].y.toReal() * cache->transform().m22()) - c.baseLineY - margin; + + vertexCoordinates->addQuad(QRectF(x, y, c.w, c.h)); + textureCoordinates->addQuad(QRectF(c.x*dx, c.y*dy, c.w * dx, c.h * dy)); + } + + staticTextItem->userDataNeedsUpdate = false; + } + + int numGlyphs = vertexCoordinates->vertexCount() / 4; + if (numGlyphs == 0) + return; + + if (elementIndices.size() < numGlyphs*6) { + Q_ASSERT(elementIndices.size() % 6 == 0); + int j = elementIndices.size() / 6 * 4; + while (j < numGlyphs*4) { + elementIndices.append(j + 0); + elementIndices.append(j + 0); + elementIndices.append(j + 1); + elementIndices.append(j + 2); + elementIndices.append(j + 3); + elementIndices.append(j + 3); + + j += 4; + } + +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + if (elementIndicesVBOId == 0) + funcs.glGenBuffers(1, &elementIndicesVBOId); + + funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); + funcs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementIndices.size() * sizeof(GLushort), + elementIndices.constData(), GL_STATIC_DRAW); +#endif + } else { +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementIndicesVBOId); +#endif + } + + if (glyphFormat != QFontEngine::Format_ARGB || recreateVertexArrays) { + uploadData(QT_VERTEX_COORDS_ATTR, (GLfloat*)vertexCoordinates->data(), vertexCoordinates->vertexCount() * 2); + uploadData(QT_TEXTURE_COORDS_ATTR, (GLfloat*)textureCoordinates->data(), textureCoordinates->vertexCount() * 2); + } + + if (!snapToPixelGrid) { + snapToPixelGrid = true; + matrixDirty = true; + } + + QBrush pensBrush = q->state()->pen.brush(); + setBrush(pensBrush); + + if (glyphFormat == QFontEngine::Format_A32) { + + // Subpixel antialiasing without gamma correction + + QPainter::CompositionMode compMode = q->state()->composition_mode; + Q_ASSERT(compMode == QPainter::CompositionMode_Source + || compMode == QPainter::CompositionMode_SourceOver); + + shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass1); + + if (pensBrush.style() == Qt::SolidPattern) { + // Solid patterns can get away with only one pass. + QColor c = pensBrush.color(); + qreal oldOpacity = q->state()->opacity; + if (compMode == QPainter::CompositionMode_Source) { + c = qt_premultiplyColor(c, q->state()->opacity); + q->state()->opacity = 1; + opacityUniformDirty = true; + } + + compositionModeDirty = false; // I can handle this myself, thank you very much + prepareForCachedGlyphDraw(*cache); + + // prepareForCachedGlyphDraw() have set the opacity on the current shader, so the opacity state can now be reset. + if (compMode == QPainter::CompositionMode_Source) { + q->state()->opacity = oldOpacity; + opacityUniformDirty = true; + } + + funcs.glEnable(GL_BLEND); + funcs.glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR); + funcs.glBlendColor(c.redF(), c.greenF(), c.blueF(), c.alphaF()); + } else { + // Other brush styles need two passes. + + qreal oldOpacity = q->state()->opacity; + if (compMode == QPainter::CompositionMode_Source) { + q->state()->opacity = 1; + opacityUniformDirty = true; + pensBrush = Qt::white; + setBrush(pensBrush); + } + + compositionModeDirty = false; // I can handle this myself, thank you very much + prepareForCachedGlyphDraw(*cache); + funcs.glEnable(GL_BLEND); + funcs.glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); + + updateTexture(QT_MASK_TEXTURE_UNIT, cache->texture(), GL_REPEAT, GL_NEAREST, ForceUpdate); + +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0); +#else + const bool useIndexVbo = uploadIndexData(elementIndices.data(), GL_UNSIGNED_SHORT, 6 * numGlyphs); + funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, useIndexVbo ? nullptr : elementIndices.data()); +#endif + + shaderManager->setMaskType(QOpenGLEngineShaderManager::SubPixelMaskPass2); + + if (compMode == QPainter::CompositionMode_Source) { + q->state()->opacity = oldOpacity; + opacityUniformDirty = true; + pensBrush = q->state()->pen.brush(); + setBrush(pensBrush); + } + + compositionModeDirty = false; + prepareForCachedGlyphDraw(*cache); + funcs.glEnable(GL_BLEND); + funcs.glBlendFunc(GL_ONE, GL_ONE); + } + compositionModeDirty = true; + } else if (glyphFormat == QFontEngine::Format_ARGB) { + currentBrush = noBrush; + shaderManager->setSrcPixelType(QOpenGLEngineShaderManager::ImageSrc); + if (prepareForCachedGlyphDraw(*cache)) + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); + } else { + // Grayscale/mono glyphs + + shaderManager->setMaskType(QOpenGLEngineShaderManager::PixelMask); + prepareForCachedGlyphDraw(*cache); + } + + GLenum textureUnit = QT_MASK_TEXTURE_UNIT; + if (glyphFormat == QFontEngine::Format_ARGB) + textureUnit = QT_IMAGE_TEXTURE_UNIT; + + QOpenGLTextureGlyphCache::FilterMode filterMode = (s->matrix.type() > QTransform::TxTranslate) ? + QOpenGLTextureGlyphCache::Linear : QOpenGLTextureGlyphCache::Nearest; + + GLenum glFilterMode = filterMode == QOpenGLTextureGlyphCache::Linear ? GL_LINEAR : GL_NEAREST; + + TextureUpdateMode updateMode = UpdateIfNeeded; + if (cache->filterMode() != filterMode) { + updateMode = ForceUpdate; + cache->setFilterMode(filterMode); + } + + updateTexture(textureUnit, cache->texture(), GL_REPEAT, glFilterMode, updateMode); + +#if defined(QT_OPENGL_DRAWCACHEDGLYPHS_INDEX_ARRAY_VBO) + funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, 0); + funcs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +#else + const bool useIndexVbo = uploadIndexData(elementIndices.data(), GL_UNSIGNED_SHORT, 6 * numGlyphs); + funcs.glDrawElements(GL_TRIANGLE_STRIP, 6 * numGlyphs, GL_UNSIGNED_SHORT, useIndexVbo ? nullptr : elementIndices.data()); +#endif +} + +void QOpenGL2PaintEngineEx::drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap, + QPainter::PixmapFragmentHints hints) +{ + Q_D(QOpenGL2PaintEngineEx); + // Use fallback for extended composition modes. + if (state()->composition_mode > QPainter::CompositionMode_Plus) { + QPaintEngineEx::drawPixmapFragments(fragments, fragmentCount, pixmap, hints); + return; + } + + ensureActive(); + int max_texture_size = d->ctx->d_func()->maxTextureSize(); + if (pixmap.width() > max_texture_size || pixmap.height() > max_texture_size) { + QPixmap scaled = pixmap.scaled(max_texture_size, max_texture_size, Qt::KeepAspectRatio); + d->drawPixmapFragments(fragments, fragmentCount, scaled, hints); + } else { + d->drawPixmapFragments(fragments, fragmentCount, pixmap, hints); + } +} + + +void QOpenGL2PaintEngineExPrivate::drawPixmapFragments(const QPainter::PixmapFragment *fragments, + int fragmentCount, const QPixmap &pixmap, + QPainter::PixmapFragmentHints hints) +{ + GLfloat dx = 1.0f / pixmap.size().width(); + GLfloat dy = 1.0f / pixmap.size().height(); + + vertexCoordinateArray.clear(); + textureCoordinateArray.clear(); + opacityArray.reset(); + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + bool allOpaque = true; + + for (int i = 0; i < fragmentCount; ++i) { + qreal s = 0; + qreal c = 1; + if (fragments[i].rotation != 0) { + s = qFastSin(qDegreesToRadians(fragments[i].rotation)); + c = qFastCos(qDegreesToRadians(fragments[i].rotation)); + } + + qreal right = 0.5 * fragments[i].scaleX * fragments[i].width; + qreal bottom = 0.5 * fragments[i].scaleY * fragments[i].height; + QOpenGLPoint bottomRight(right * c - bottom * s, right * s + bottom * c); + QOpenGLPoint bottomLeft(-right * c - bottom * s, -right * s + bottom * c); + + vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); + vertexCoordinateArray.addVertex(-bottomLeft.x + fragments[i].x, -bottomLeft.y + fragments[i].y); + vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); + vertexCoordinateArray.addVertex(-bottomRight.x + fragments[i].x, -bottomRight.y + fragments[i].y); + vertexCoordinateArray.addVertex(bottomLeft.x + fragments[i].x, bottomLeft.y + fragments[i].y); + vertexCoordinateArray.addVertex(bottomRight.x + fragments[i].x, bottomRight.y + fragments[i].y); + + QOpenGLRect src(fragments[i].sourceLeft * dx, fragments[i].sourceTop * dy, + (fragments[i].sourceLeft + fragments[i].width) * dx, + (fragments[i].sourceTop + fragments[i].height) * dy); + + textureCoordinateArray.addVertex(src.right, src.bottom); + textureCoordinateArray.addVertex(src.right, src.top); + textureCoordinateArray.addVertex(src.left, src.top); + textureCoordinateArray.addVertex(src.left, src.top); + textureCoordinateArray.addVertex(src.left, src.bottom); + textureCoordinateArray.addVertex(src.right, src.bottom); + + qreal opacity = fragments[i].opacity * q->state()->opacity; + opacityArray << opacity << opacity << opacity << opacity << opacity << opacity; + allOpaque &= (opacity >= 0.99f); + } + + transferMode(ImageOpacityArrayDrawingMode); + + GLenum filterMode = q->state()->renderHints & QPainter::SmoothPixmapTransform ? GL_LINEAR : GL_NEAREST; + updateTexture(QT_IMAGE_TEXTURE_UNIT, pixmap, GL_CLAMP_TO_EDGE, filterMode); + + bool isBitmap = pixmap.isQBitmap(); + bool isOpaque = !isBitmap && (!pixmap.hasAlpha() || (hints & QPainter::OpaqueHint)) && allOpaque; + + // Setup for texture drawing + currentBrush = noBrush; + shaderManager->setSrcPixelType(isBitmap ? QOpenGLEngineShaderManager::PatternSrc + : QOpenGLEngineShaderManager::ImageSrc); + if (prepareForDraw(isOpaque)) + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::ImageTexture), QT_IMAGE_TEXTURE_UNIT); + + if (isBitmap) { + QColor col = qt_premultiplyColor(q->state()->pen.color(), (GLfloat)q->state()->opacity); + shaderManager->currentProgram()->setUniformValue(location(QOpenGLEngineShaderManager::PatternColor), col); + } + + funcs.glDrawArrays(GL_TRIANGLES, 0, 6 * fragmentCount); +} + +bool QOpenGL2PaintEngineEx::begin(QPaintDevice *pdev) +{ + Q_D(QOpenGL2PaintEngineEx); + + Q_ASSERT(pdev->devType() == QInternal::OpenGL); + d->device = static_cast(pdev); + + if (!d->device) + return false; + + d->device->ensureActiveTarget(); + + if (d->device->context() != QOpenGLContext::currentContext() || !d->device->context()) { + qWarning("QPainter::begin(): QOpenGLPaintDevice's context needs to be current"); + return false; + } + + if (d->ctx != QOpenGLContext::currentContext() + || (d->ctx && QOpenGLContext::currentContext() && d->ctx->format() != QOpenGLContext::currentContext()->format())) { + d->vertexBuffer.destroy(); + d->texCoordBuffer.destroy(); + d->opacityBuffer.destroy(); + d->indexBuffer.destroy(); + d->vao.destroy(); + } + + d->ctx = QOpenGLContext::currentContext(); + d->ctx->d_func()->active_engine = this; + + QOpenGLPaintDevicePrivate::get(d->device)->beginPaint(); + + d->funcs.initializeOpenGLFunctions(); + + // Generate a new Vertex Array Object if we don't have one already. We can + // only hit the VAO-based path when using a core profile context. This is + // because while non-core contexts can support VAOs via extensions, legacy + // components like the QtOpenGL module do not know about VAOs. There are + // still tests for QGL-QOpenGL paint engine interoperability, so keep the + // status quo for now, and avoid introducing a VAO in non-core contexts. + const bool needsVAO = d->ctx->format().profile() == QSurfaceFormat::CoreProfile + && d->ctx->format().version() >= qMakePair(3, 2); + if (needsVAO && !d->vao.isCreated()) { + bool created = d->vao.create(); + + // If we managed to create it then we have a profile that supports VAOs + if (created) { + d->vao.bind(); + + // Generate a new Vertex Buffer Object if we don't have one already + if (!d->vertexBuffer.isCreated()) { + d->vertexBuffer.create(); + // Set its usage to StreamDraw, we will use this buffer only a few times before refilling it + d->vertexBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw); + } + if (!d->texCoordBuffer.isCreated()) { + d->texCoordBuffer.create(); + d->texCoordBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw); + } + if (!d->opacityBuffer.isCreated()) { + d->opacityBuffer.create(); + d->opacityBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw); + } + if (!d->indexBuffer.isCreated()) { + d->indexBuffer.create(); + d->indexBuffer.setUsagePattern(QOpenGLBuffer::StreamDraw); + } + } + } + + for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) + d->vertexAttributeArraysEnabledState[i] = false; + + const QSize sz = d->device->size(); + d->width = sz.width(); + d->height = sz.height(); + d->mode = BrushDrawingMode; + d->brushTextureDirty = true; + d->brushUniformsDirty = true; + d->matrixUniformDirty = true; + d->matrixDirty = true; + d->compositionModeDirty = true; + d->opacityUniformDirty = true; + d->needsSync = true; + d->useSystemClip = !systemClip().isEmpty(); + d->currentBrush = QBrush(); + + d->dirtyStencilRegion = QRect(0, 0, d->width, d->height); + d->stencilClean = true; + + d->shaderManager = new QOpenGLEngineShaderManager(d->ctx); + + d->funcs.glDisable(GL_STENCIL_TEST); + d->funcs.glDisable(GL_DEPTH_TEST); + d->funcs.glDisable(GL_SCISSOR_TEST); + + d->glyphCacheFormat = QFontEngine::Format_A8; + +#ifndef QT_OPENGL_ES_2 + if (!QOpenGLContext::currentContext()->isOpenGLES()) { + d->funcs.glDisable(GL_MULTISAMPLE); + d->glyphCacheFormat = QFontEngine::Format_A32; + d->multisamplingAlwaysEnabled = false; + } else +#endif // QT_OPENGL_ES_2 + { + // OpenGL ES can't switch MSAA off, so if the gl paint device is + // multisampled, it's always multisampled. + d->multisamplingAlwaysEnabled = d->device->context()->format().samples() > 1; + } + + return true; +} + +bool QOpenGL2PaintEngineEx::end() +{ + Q_D(QOpenGL2PaintEngineEx); + + QOpenGLPaintDevicePrivate::get(d->device)->endPaint(); + + QOpenGLContext *ctx = d->ctx; + d->funcs.glUseProgram(0); + d->transferMode(BrushDrawingMode); + + ctx->d_func()->active_engine = nullptr; + + d->resetGLState(); + + delete d->shaderManager; + d->shaderManager = nullptr; + d->currentBrush = QBrush(); + +#ifdef QT_OPENGL_CACHE_AS_VBOS + if (!d->unusedVBOSToClean.isEmpty()) { + glDeleteBuffers(d->unusedVBOSToClean.size(), d->unusedVBOSToClean.constData()); + d->unusedVBOSToClean.clear(); + } + if (!d->unusedIBOSToClean.isEmpty()) { + glDeleteBuffers(d->unusedIBOSToClean.size(), d->unusedIBOSToClean.constData()); + d->unusedIBOSToClean.clear(); + } +#endif + + return false; +} + +void QOpenGL2PaintEngineEx::ensureActive() +{ + Q_D(QOpenGL2PaintEngineEx); + QOpenGLContext *ctx = d->ctx; + + if (d->vao.isCreated()) + d->vao.bind(); + + if (isActive() && ctx->d_func()->active_engine != this) { + ctx->d_func()->active_engine = this; + d->needsSync = true; + } + + if (d->needsSync) { + d->device->ensureActiveTarget(); + + d->transferMode(BrushDrawingMode); + d->funcs.glViewport(0, 0, d->width, d->height); + d->needsSync = false; + d->shaderManager->setDirty(); + d->syncGlState(); + for (int i = 0; i < 3; ++i) + d->vertexAttribPointers[i] = (GLfloat*)-1; // Assume the pointers are clobbered + setState(state()); + } +} + +void QOpenGL2PaintEngineExPrivate::updateClipScissorTest() +{ + Q_Q(QOpenGL2PaintEngineEx); + if (q->state()->clipTestEnabled) { + funcs.glEnable(GL_STENCIL_TEST); + funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + } else { + funcs.glDisable(GL_STENCIL_TEST); + funcs.glStencilFunc(GL_ALWAYS, 0, 0xff); + } + +#ifdef QT_GL_NO_SCISSOR_TEST + currentScissorBounds = QRect(0, 0, width, height); +#else + QRect bounds = q->state()->rectangleClip; + if (!q->state()->clipEnabled) { + if (useSystemClip) + bounds = systemClip.boundingRect(); + else + bounds = QRect(0, 0, width, height); + } else { + if (useSystemClip) + bounds = bounds.intersected(systemClip.boundingRect()); + else + bounds = bounds.intersected(QRect(0, 0, width, height)); + } + + currentScissorBounds = bounds; + + if (bounds == QRect(0, 0, width, height)) { + funcs.glDisable(GL_SCISSOR_TEST); + } else { + funcs.glEnable(GL_SCISSOR_TEST); + setScissor(bounds); + } +#endif +} + +void QOpenGL2PaintEngineExPrivate::setScissor(const QRect &rect) +{ + const int left = rect.left(); + const int width = rect.width(); + int bottom = height - (rect.top() + rect.height()); + if (device->paintFlipped()) { + bottom = rect.top(); + } + const int height = rect.height(); + + funcs.glScissor(left, bottom, width, height); +} + +void QOpenGL2PaintEngineEx::clipEnabledChanged() +{ + Q_D(QOpenGL2PaintEngineEx); + + state()->clipChanged = true; + + if (painter()->hasClipping()) + d->regenerateClip(); + else + d->systemStateChanged(); +} + +void QOpenGL2PaintEngineExPrivate::clearClip(uint value) +{ + dirtyStencilRegion -= currentScissorBounds; + + funcs.glStencilMask(0xff); + funcs.glClearStencil(value); + funcs.glClear(GL_STENCIL_BUFFER_BIT); + funcs.glStencilMask(0x0); + + q->state()->needsClipBufferClear = false; +} + +void QOpenGL2PaintEngineExPrivate::writeClip(const QVectorPath &path, uint value) +{ + transferMode(BrushDrawingMode); + + if (snapToPixelGrid) { + snapToPixelGrid = false; + matrixDirty = true; + } + + if (matrixDirty) + updateMatrix(); + + stencilClean = false; + + const bool singlePass = !path.hasWindingFill() + && (((q->state()->currentClip == maxClip - 1) && q->state()->clipTestEnabled) + || q->state()->needsClipBufferClear); + const uint referenceClipValue = q->state()->needsClipBufferClear ? 1 : q->state()->currentClip; + + if (q->state()->needsClipBufferClear) + clearClip(1); + + if (path.isEmpty()) { + funcs.glEnable(GL_STENCIL_TEST); + funcs.glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); + return; + } + + if (q->state()->clipTestEnabled) + funcs.glStencilFunc(GL_LEQUAL, q->state()->currentClip, ~GL_STENCIL_HIGH_BIT); + else + funcs.glStencilFunc(GL_ALWAYS, 0, 0xff); + + vertexCoordinateArray.clear(); + vertexCoordinateArray.addPath(path, inverseScale, false); + + if (!singlePass) + fillStencilWithVertexArray(vertexCoordinateArray, path.hasWindingFill()); + + funcs.glColorMask(false, false, false, false); + funcs.glEnable(GL_STENCIL_TEST); + useSimpleShader(); + + if (singlePass) { + // Under these conditions we can set the new stencil value in a single + // pass, by using the current value and the "new value" as the toggles + + funcs.glStencilFunc(GL_LEQUAL, referenceClipValue, ~GL_STENCIL_HIGH_BIT); + funcs.glStencilOp(GL_KEEP, GL_INVERT, GL_INVERT); + funcs.glStencilMask(value ^ referenceClipValue); + + drawVertexArrays(vertexCoordinateArray, GL_TRIANGLE_FAN); + } else { + funcs.glStencilOp(GL_KEEP, GL_REPLACE, GL_REPLACE); + funcs.glStencilMask(0xff); + + if (!q->state()->clipTestEnabled && path.hasWindingFill()) { + // Pass when any clip bit is set, set high bit + funcs.glStencilFunc(GL_NOTEQUAL, GL_STENCIL_HIGH_BIT, ~GL_STENCIL_HIGH_BIT); + composite(vertexCoordinateArray.boundingRect()); + } + + // Pass when high bit is set, replace stencil value with new clip value + funcs.glStencilFunc(GL_NOTEQUAL, value, GL_STENCIL_HIGH_BIT); + + composite(vertexCoordinateArray.boundingRect()); + } + + funcs.glStencilFunc(GL_LEQUAL, value, ~GL_STENCIL_HIGH_BIT); + funcs.glStencilMask(0); + + funcs.glColorMask(true, true, true, true); +} + +void QOpenGL2PaintEngineEx::clip(const QVectorPath &path, Qt::ClipOperation op) +{ +// qDebug("QOpenGL2PaintEngineEx::clip()"); + Q_D(QOpenGL2PaintEngineEx); + + state()->clipChanged = true; + + ensureActive(); + + if (op == Qt::ReplaceClip) { + op = Qt::IntersectClip; + if (d->hasClipOperations()) { + d->systemStateChanged(); + state()->canRestoreClip = false; + } + } + +#ifndef QT_GL_NO_SCISSOR_TEST + if (!path.isEmpty() && op == Qt::IntersectClip && (path.shape() == QVectorPath::RectangleHint)) { + const QPointF* const points = reinterpret_cast(path.points()); + QRectF rect(points[0], points[2]); + + if (state()->matrix.type() <= QTransform::TxScale + || (state()->matrix.type() == QTransform::TxRotate + && qFuzzyIsNull(state()->matrix.m11()) + && qFuzzyIsNull(state()->matrix.m22()))) + { + state()->rectangleClip = state()->rectangleClip.intersected(state()->matrix.mapRect(rect).toRect()); + d->updateClipScissorTest(); + return; + } + } +#endif + + const QRect pathRect = state()->matrix.mapRect(path.controlPointRect()).toAlignedRect(); + + switch (op) { + case Qt::NoClip: + if (d->useSystemClip) { + state()->clipTestEnabled = true; + state()->currentClip = 1; + } else { + state()->clipTestEnabled = false; + } + state()->rectangleClip = QRect(0, 0, d->width, d->height); + state()->canRestoreClip = false; + d->updateClipScissorTest(); + break; + case Qt::IntersectClip: + state()->rectangleClip = state()->rectangleClip.intersected(pathRect); + d->updateClipScissorTest(); + d->resetClipIfNeeded(); + ++d->maxClip; + d->writeClip(path, d->maxClip); + state()->currentClip = d->maxClip; + state()->clipTestEnabled = true; + break; + default: + break; + } +} + +void QOpenGL2PaintEngineExPrivate::regenerateClip() +{ + systemStateChanged(); + replayClipOperations(); +} + +void QOpenGL2PaintEngineExPrivate::systemStateChanged() +{ + Q_Q(QOpenGL2PaintEngineEx); + + q->state()->clipChanged = true; + + if (systemClip.isEmpty()) { + useSystemClip = false; + } else { + if (q->paintDevice()->devType() == QInternal::Widget && currentClipDevice) { + //QWidgetPrivate *widgetPrivate = qt_widget_private(static_cast(currentClipDevice)->window()); + //useSystemClip = widgetPrivate->extra && widgetPrivate->extra->inRenderWithPainter; + useSystemClip = true; + } else { + useSystemClip = true; + } + } + + q->state()->clipTestEnabled = false; + q->state()->needsClipBufferClear = true; + + q->state()->currentClip = 1; + maxClip = 1; + + q->state()->rectangleClip = useSystemClip ? systemClip.boundingRect() : QRect(0, 0, width, height); + updateClipScissorTest(); + + if (systemClip.rectCount() == 1) { + if (systemClip.boundingRect() == QRect(0, 0, width, height)) + useSystemClip = false; +#ifndef QT_GL_NO_SCISSOR_TEST + // scissoring takes care of the system clip + return; +#endif + } + + if (useSystemClip) { + clearClip(0); + + QPainterPath path; + path.addRegion(systemClip); + + q->state()->currentClip = 0; + writeClip(qtVectorPathForPath(q->state()->matrix.inverted().map(path)), 1); + q->state()->currentClip = 1; + q->state()->clipTestEnabled = true; + } +} + +void QOpenGL2PaintEngineEx::setState(QPainterState *new_state) +{ + // qDebug("QOpenGL2PaintEngineEx::setState()"); + + Q_D(QOpenGL2PaintEngineEx); + + QOpenGL2PaintEngineState *s = static_cast(new_state); + QOpenGL2PaintEngineState *old_state = state(); + + QPaintEngineEx::setState(s); + + if (s->isNew) { + // Newly created state object. The call to setState() + // will either be followed by a call to begin(), or we are + // setting the state as part of a save(). + s->isNew = false; + return; + } + + // Setting the state as part of a restore(). + + if (old_state == s || old_state->renderHintsChanged) + renderHintsChanged(); + + if (old_state == s || old_state->matrixChanged) + d->matrixDirty = true; + + if (old_state == s || old_state->compositionModeChanged) + d->compositionModeDirty = true; + + if (old_state == s || old_state->opacityChanged) + d->opacityUniformDirty = true; + + if (old_state == s || old_state->clipChanged) { + if (old_state && old_state != s && old_state->canRestoreClip) { + d->updateClipScissorTest(); + d->funcs.glDepthFunc(GL_LEQUAL); + } else { + d->regenerateClip(); + } + } +} + +QPainterState *QOpenGL2PaintEngineEx::createState(QPainterState *orig) const +{ + if (orig) + const_cast(this)->ensureActive(); + + QOpenGL2PaintEngineState *s; + if (!orig) + s = new QOpenGL2PaintEngineState(); + else + s = new QOpenGL2PaintEngineState(*static_cast(orig)); + + s->matrixChanged = false; + s->compositionModeChanged = false; + s->opacityChanged = false; + s->renderHintsChanged = false; + s->clipChanged = false; + + return s; +} + +QOpenGL2PaintEngineState::QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other) + : QPainterState(other) +{ + isNew = true; + needsClipBufferClear = other.needsClipBufferClear; + clipTestEnabled = other.clipTestEnabled; + currentClip = other.currentClip; + canRestoreClip = other.canRestoreClip; + rectangleClip = other.rectangleClip; +} + +QOpenGL2PaintEngineState::QOpenGL2PaintEngineState() +{ + isNew = true; + needsClipBufferClear = true; + clipTestEnabled = false; + canRestoreClip = true; +} + +QOpenGL2PaintEngineState::~QOpenGL2PaintEngineState() +{ +} + +void QOpenGL2PaintEngineExPrivate::setVertexAttribArrayEnabled(int arrayIndex, bool enabled) +{ + Q_ASSERT(arrayIndex < QT_GL_VERTEX_ARRAY_TRACKED_COUNT); + + if (vertexAttributeArraysEnabledState[arrayIndex] && !enabled) + funcs.glDisableVertexAttribArray(arrayIndex); + + if (!vertexAttributeArraysEnabledState[arrayIndex] && enabled) + funcs.glEnableVertexAttribArray(arrayIndex); + + vertexAttributeArraysEnabledState[arrayIndex] = enabled; +} + +void QOpenGL2PaintEngineExPrivate::syncGlState() +{ + for (int i = 0; i < QT_GL_VERTEX_ARRAY_TRACKED_COUNT; ++i) { + if (vertexAttributeArraysEnabledState[i]) + funcs.glEnableVertexAttribArray(i); + else + funcs.glDisableVertexAttribArray(i); + } +} + + +QT_END_NAMESPACE -- cgit v1.2.3